Texturing
for this scene was very simple. I just
applied simple uvw maps, no unwrap was
done which was very fast. Again, this
was possible due to the quality of the
textures present in the CDs, which I
found, that could be used straight "out
of the box". Almost every object
has a colour texture along with its
corresponding bump texture. Here are
the pillow textures:
These
are fully tiling, so i didnt have any
work to apply them!
The only thing that deserves a little
notice are the vases and the floor.
The vase at the pillar are these textures
The
vase in the right side of the picture
is a simple brown tint of this stone
textureThe only thing to notice is that
i used displacement to make the plant
out of the model. Here's the map and
result:
resulting
model.
The same was made for the floor. A simple
bump wouldnt look realistic, so i used
the floor's bump texture to displace
the mesh
Lighting
and Rendering
I
used Vray Render in my scene to render
global illumination with HDRI, and specially,
because it has a very nice and fast
displacement technique. Vray it's very
fast, even in low resolution GI setting,
you get pretty good results. Having
this, I only wanted to have light at
specific points in my scene, and let
GI do the rest (lazy). I added omni
lights with specific attenuation limits
to simulate candle and lamplight. I
wanted soft shadows so I turned on area
shadows, which makes the scene a lot
more realistic. Here's a simple wire
to show the lights position: I also
made use of translucency, or if you
like, sub-surface scattering on the
candles to have light scattering through
the object's density. Rendering was
pretty much a linear operation. I normally
begin by applying a grey/white material
to all objects and render.This
way I can test how nicely the overall
lighting will be. Here's a little tip
that I
use
when possible.Imagine you have already
textured your scene, and have lots of
materials. Of course you wont just go
and apply a grey material to all objects
and then reapply one by one...two choices
depending on the size of the scene.
First: group everything - duplicate
groups - hide original - apply grey
to copied group. You still have your
original intact. If this is difficult
due to the size of the scene (ram problems),
you do this: save as other file - apply
grey to all objects, adjust lighting
- when lights are ok, simply merge them
to original scene...Very very easy:)
Here's my light test with grey materials:
After having all lights and materials
correct, i just hit render button and
wait:) This scene took about 2:30 hours
to render at 1024 wide resolution. It
has high GI settings and high area shadows
samples. 3S and gloss refractions were
other speed limits to the render.
After rendering my image I opened it
in PhotoShop and made a few changes,
like some brightness correction, noise
adding. I added a duplicate layer of
my picture and set it to screen mode,
and then I made a threshold of it to
get a contrasted black/white version
of my picture in order to get a soft
glow around parts of the picture that
are brighter. After that, I just had
to blur it a bit.Here's a wire and final
image.
That's
it about "A little bit of Bricolage"
clean scene. Now let's get dirty and
brake it all up!
This image was created using
a few of the hundreds of textures from
the Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link